Content Meeting Discussion [Content Team Thread] Community Ideas and Feedback - E-11

This suggestion will be discussed at the next content meeting.

Snake

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E-11 Feedback & Suggestions Thread

Help us fine-tune Site-65's primary SCP response force.

Hey everyone,

We’re putting this thread together to gather your thoughts on Mobile Task Force Epsilon-11 ("Nine-Tailed Fox"). how they function, what they bring to the table, and what could be improved to make them more balanced, interesting, and fun for everyone involved, including SCPs.

Whether you’re part of E-11, have interacted with them in roleplay, or just have ideas you think could help expand them as a whole, we want to hear it.

What We’re Aiming For:

We want E-11 to be:

- A MTF that feels elite and fun to play, but not overpowered
- A team with a meaningful gameplay loop beyond combat
- A role that's fun to play and isn't racking up burnout from constant SCP breaches
- A functional MTF that serves as the primary line between SCPs breaches and a Code Black
- A unique loadout system that's a well-rounded balance between lore, combat, and roleplay for both E-11 and the wider site​

Some things to think about:

- What should E-11 be doing outside of containing breaches?
- Are E-11 too strong or weak against SCPs? And what should they be?
- Are there new tools, gear, or roles they could have?
- Are there better ways to separate E-11 from other combat roles beyond just SCP combat?
- How can E-11’s containment tools or methods be more interactive?
- What would make playing in E-11 more rewarding in the long term to limit burnout?​

If you’ve got feedback, ideas, or even flat-out concepts. Please post them below! Just try to be detailed so we can fully understand what you’re suggesting. We’re open to all kinds of input, whether it’s a small tweak or a major shift.

Please know, while we will be reviewing all feedback, this does not mean everything said will be accepted by default. Ideas and feedback will be tallied up in a suggestion thread for Content Team and Senior Server Leadership+ to review.

Keep the thread on topic, we will be forced to reply ban people and delete messages if they don't contribute to the thread as a whole.


Thanks for helping us keep E-11 sharp, fair, and fun.

– The Content Team
 
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Layra "Nyx" Nightfall

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- A MTF that feels elite and fun to play, but not overpowered​

This can't work due to the fact that NL wants E-11 to be a 'starting regiment' Not talking about sub regs.


My suggestion for keeping E-11 fun?
Instead of breaches add more SCPs that are able to RP more and breach less. Or even have SCPs that can kill freerly and can RP, but have to be whitelisted. Frankly i never understood why 096 required this, but other SCPs could be added which could be fun to play.
 

Tay

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This can't work due to the fact that NL wants E-11 to be a 'starting regiment' Not talking about sub regs.


My suggestion for keeping E-11 fun?
Instead of breaches add more SCPs that are able to RP more and breach less. Or even have SCPs that can kill freerly and can RP, but have to be whitelisted. Frankly i never understood why 096 required this, but other SCPs could be added which could be fun to play.
NL hasn't said anything of the sort, and both NL and CM looked over and approved these posts beforehand. If they truly thought as you said, they'd have told us to rewrote that bit.

In regards to SCPs that are more focused on RP during breaches and outside of them, do you have any suggestions for SCPs that fit that scope? Or any ideas on what type of RP they could do?
 

John Apex

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E-11 Medic, We legit need one CMs dont come down or I just dont see them during C5 and if they do they are not with us when we need them having a dedicated medic within the regiment would fix that and allow us to better fight a breach instead of the current loop of die, wait for callouts, go to SCP and die again.

I know this has been suggested so many time and denied but it has to be said
 
Sep 19, 2023
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Honestly, they just need to Host more Trainings, something i have repeated for months now, but looking at there Logged Trainings, it begs for Improvement.

But if you want to give them new Tools, and having dissuced almost everything Concevable, i would go with:

1. Remote Camera Access to HCZ to Spot SCPs quicker
2. Let them know exactly which SCPs are being Breached and when they are so low on manpower GSD should get a Notification that an SCP is being breached in Lower or upper HCZ
3. Give them that one Disney Land vehicle they can drive around with in HCZ to Respond faster to hacks.
 
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Tay

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Honestly, they just need to Host more Trainings, something i have repeated for months now, but looking at there Logged Trainings, it begs for Improvement.

But if you want to give them new Tools, and having dissuced almost everything Concevable, i would go with:

1. Remote Camera Access to HCZ to Spot SCPs quicker
2. Let them know exactly which SCPs are being Breached and when they are so low on manpower GSD should get a Notification that an SCP is being breached in Lower or upper HCZ
3. Give them that one Disney Land vehicle they can drive around with in HCZ to Respond faster to hacks.
I like the top two ideas and they've been added to the list.

However, that third one is unreasonable. It wouldn't be able to travel around HCZ and it'd look a bit goofy.
 
Mar 6, 2025
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A role that's fun to play and isn't racking up burnout from constant SCP breaches
We don't get burnt out from breaches, we get bored when there ISNT breaches. Thats the whole reason you join E-11, to fight anomalies. Its fun fighting an anomaly, even if you die a dozen times, you know its expected, theres no reason to be upset as you know its an unfair fight , but its enjoyable. Thats the main reason someone would join, the only other one is too get noticed for an AO position (Basically what happens to every LT+ who doesn't want to wait for a commander / LTcom spot

- A unique loadout system that's a well-rounded balance between lore, combat, and roleplay for both E-11 and the wider site
We shouldn't really be to focused on combating other non-scps (such as CI) as our #1 priority is recontainment. And "Lore wise" we wouldn't even be on site, we should be what ERT is. The only real roleplay we get is stopping infiltrations, breaches, or escorting sampling. Which you can't really change I would argue. The only way you could really add roleplay to this is if you add SCPs that require constant interaction, (or require more interaction for the current ones on site). Going back on the Lore , we're described as a Task force as a " a special ops force deployed to Foundation Sites when standard protocols fail and multiple breaches are imminent." If you want a loadout system thats balanced for that, we would have to be serioursly overpowered, and ERT would genuinely be a last resort.

What should E-11 be doing outside of containing breaches?
Currently, we do patrols, checkpoint duty, or monitoring cameras (At least on the US). Theres no much else we can do other then interacting with other regiments in war games or planning samplings of high risk. I could argue maybe we could something like a programmed way to check containment chambers to delay breaches - and failure to do so would naturally just cause really bad ones. Though this comes with the problem of if E-11 is inactive, or something small is overlooked, RP would end up being disturbed heavily from breaches.


Are E-11 too strong or weak against SCPs? And what should they be?
I think currently.. its a fair balance depending on the SCP. A single or double breach with 049 or 939 for example is easy to deal with. Hazmats- and standing still. Though for reality bender breaches, tanks like 682 or 076 ,or 079 breaches causing more breaches. It easily gets turned on us, and we can easily get overwhelmed even with proper communication and strategic planning. I think we're strong / balanced with some, but with others, we're extremely weak.


Are there new tools, gear, or roles they could have?
Seeing we're meant to handle breaches, I would honestly just argue for better weaponry against anomalies. Maybe even being able to have Hume shields or placeable turrets (the ones ERT would get, but perhaps a bit weaker) in our AA. In terms of roles, I think we're honestly fine thought sometimes the low player caps on the major roles (Biohazard, Containment specialist) could be hurtful, as it means we're gonna have more people on a basic enlisted Role without any special gear.

This is all just stuff on my mind, I know its not really full on ideas, and people will likely have better ones then mind, figured I'd still post this absoluete hell of a message though. Thanks for actually making a public discussion on E-11 though!
 
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I think gamifying E-11s non breach gameplay could be good, giving them even small activities that they can opt into to gain small bonuses during the next breach or for that one life could be fun, having them do little minigames around HCZ or giving them incentives to check up on SCPs that aren't being tested, it would also give SCPs something more to look at than a wall or just watching YouTube
 
Aug 4, 2023
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Replace E-11 with some other on-site MTF and make ERT a E-11 so it's a "Elite MTF"

Some MTF i would sugget are:
Zeta-9
Xi-8
Or a unique MTF that is not part of SCP canon but for server is a Jack Of All Trades: Eplison-54 "The Smart Ones"
If you want replace E-11 but keep the "Starter MTF", i would recommand by creating the unique MTF that is not part of the canon. Because every MTF must do something but not everything at ones. Do with Eplison-54 "The Smart Ones" or anything other unique non-scp canon MTF.

Because i would rather switch ERT with E-11 and put the E-11 "starter place". A unique, jack of all trades MTF.
 

John Apex

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can you expand on why a medic would be useful for e11
So I have slightly updated my post in the couple minutes since posting that but from what I've seen in the last 5ish months as E-11 the gameplay loop is kept to mainly fighting SCP breaches with little bits of RP inbetween with RSD and others looking to do testing which is fine but when we mainly fight those breaches the gameplay loop is as follows "Alerted to Breach, Go to SCPs current location, die while trying to do maximum damage, respawn wait for new callouts and more than likely get killed again until the SCPs BM has become low enough in order to beam and re contain.

The main arguments I have seen when this has been suggested is that it will take away from the medical and CM gameplay but while I cant speak for the rest of UK E-11 I can probably count on both hands (max 10) the amount of times I have been revived during a C5 in my whole time playing E-11 and with Nu-7 getting one the reason being as they are up on surface away from medical personnel which is understandable.

Giving us a medic would mean that we can further change how we combat SCPs instead of just keep being cannon fodder until its BM is down enough for us to RC. It would allow us revive operatives in the fight and possibly help with dealing with breaches that bit better and faster.
 
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Tay

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So I have slightly updated my post in the couple minutes since posting that but from what I've seen in the last 5ish months as E-11 the gameplay loop is kept to mainly fighting SCP breaches with little bits of RP inbetween with RSD and others looking to do testing which is fine but when we mainly fight those breaches the gameplay loop is as follows "Alerted to Breach, Go to SCPs current location, die while trying to do maximum damage, respawn wait for new callouts and more than likely get killed again until the SCPs BM has become low enough in order to beam and re contain.

The main arguments I have seen when this has been suggested is that it will take away from the medical and CM gameplay but while I cant speak for the rest of UK E-11 I can probably count on both hands (max 10) the amount of times I have been revived during a C5 in my whole time playing E-11 and with Nu-7 getting one the reason being as they are up on surface away from medical personnel which is understandable.

Giving us a medic would mean that we can further change how we combat SCPs instead of just keep being cannon fodder until its BM is down enough for us to RC. It would allow us revive operatives in the fight and possibly help with dealing with breaches that bit better and faster.
Couldn't this be fixed by asking medical to send more combat medics down to HCZ for C5s.

I also really don't see how 24/7 medic support would help much against SCPs, a lot of them have unrevivable kills, and when facing an SCP it's usually a case of you die or it can't reach you and you take no damage, which means the heals from the medic wouldn't be that useful.

And not to mention, it'll be awkward for any type of medic to revive someone who's just died to an SCP as that SCP will be right there and killing the medic.

Rather than having the medic job, is it more that you'd like something that the combat medic has? Easier access to fieldkits? Are bones breaking too often? That type of thing that a medic is needed to fix, and isn't always there to do so.
 
Dec 25, 2023
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Wow! Opinions (saying this as player)

My main opinion about E-11 is that a large part of their gimmick is "fighting SCPs" but truly they actually don't have much more anti-SCP power than the majority of the other regiments.

The majority of other combative CL3 roles can do the "fighting SCPs" part of E-11s job just as well (if not better, like Containment Unit honestly) because other than their biohazard suit and being right next to AA (which has a large cooldown, and SCPs most likely will kill people) they're not special enough.

E-11 should be pushed more specifically into anti-SCP territory, and honestly other than actually giving them all beams and cuffs I'm not sure what else they could get to do this.
 
Aug 4, 2023
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removing an entire mtf would be detrimental, even though e-11 lore wise shouldn't be on-site.
Then put in place of E-11 a unique MTF that has the "Jack of All Trades status". Because in SCP canon, only E-11 is Jack of All Trades. If you replace or remove E-11, you will have to make a unique non-scp canon MTF to fill that place and status.
 

Tay

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Replace E-11 with some other on-site MTF and make ERT a E-11 so it's a "Elite MTF"

Some MTF i would sugget are:
Zeta-9
Xi-8
Or a unique MTF that is not part of SCP canon but for server is a Jack Of All Trades: Eplison-54 "The Smart Ones"
If you want replace E-11 but keep the "Starter MTF", i would recommand by creating the unique MTF that is not part of the canon. Because every MTF must do something but not everything at ones. Do with Eplison-54 "The Smart Ones" or anything other unique non-scp canon MTF.

Because i would rather switch ERT with E-11 and put the E-11 "starter place". A unique, jack of all trades MTF.
In regard to this, there are no plans to remove E-11 in any way whatsoever.

It's a well-liked MTF, and a lot of players on the server enjoy being in E-11. The lore argument is trumped by the overall enjoyment of being able to play E-11. Some random MTF or even a made-up one wouldn't have the same factor as E-11.
 
Jul 6, 2025
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removing an entire mtf would be detrimental, even though e-11 lore wise shouldn't be on-site, + HCZ would be empty, no e-11 would be there to escort tests, no one to call out hacking (besides SCUs IF they are even on), no one to sweep before/during/after breach, etc.
I had the same thoughts but when I really thought about it. If the foundation really did attempt to keep this many Euclid and Keter class SCPs on one site, I don't see why an onsite garrison of E-11 wouldn't be out of the question. With that being said, it still doesn't fit the E-11's MO.